/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Attackable;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ItemList;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * @author _drunk_
 */
public class Sweep implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS = {L2SkillType.SWEEP};

    public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
    {
        if (!(activeChar instanceof L2PcInstance))
            return;

        L2PcInstance player = (L2PcInstance)activeChar;
		InventoryUpdate iu = Config.FORCE_INVENTORY_UPDATE ? null : new InventoryUpdate();
		boolean send = false;

        for(int index = 0;index < targets.length;index++)
        {
            if (!(targets[index] instanceof L2Attackable))
            	continue;
	        L2Attackable target = (L2Attackable)targets[index];
        	L2Attackable.RewardItem[] items = null;
            boolean isSweeping = false;
	        synchronized (target) 
	        {
	        	if (target.isSweepActive())
	        	{
	        		items = target.takeSweep();
	        		isSweeping = true;
	        	}
	        }
            if (isSweeping)
            {
				if (items == null || items.length == 0)
					continue;
				for (L2Attackable.RewardItem ritem : items)
				{
					if (player.isInParty())
						player.getParty().distributeItem(player, ritem, true, target);
					else
					{
						L2ItemInstance item = player.getInventory().addItem("Sweep", ritem.getItemId(), ritem.getCount(), player, target);
						if (iu != null) iu.addItem(item);
						send = true;

						SystemMessage smsg;
						if (ritem.getCount() > 1)
						{
							smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S); // earned $s2$s1
							smsg.addItemName(ritem.getItemId());
                            smsg.addNumber(ritem.getCount());
						}
						else
						{
							smsg = SystemMessage.getSystemMessage(SystemMessageId.EARNED_ITEM_S1); // earned $s1
							smsg.addItemName(ritem.getItemId());
						}
						player.sendPacket(smsg);
						smsg = null;
					}
				}
            }
            target.endDecayTask();

    		if (send)
    		{
                if (iu != null)
                	player.sendPacket(iu);
        		else
        			player.sendPacket(new ItemList(player, false));
    		}
        }
    }

    public L2SkillType[] getSkillIds()
    {
        return SKILL_IDS;
    }
}